StormWing0
Leads the Storm
Wonder what this would look like for Jump Inhibitors? I mean if we are going to do jump drives for this, why not do their evil twin too?
No. I see no reason why we should; if anything those would go in the tertiary slot as an effect system that saps jump charge from ships its weapon hits (More efficiently than the Jump Inhibitors alone). Great for turrets, but also not a very necessary addition.Wonder what this would look like for Jump Inhibitors? I mean if we are going to do jump drives for this, why not do their evil twin too?
Putting Jump Inhib on a weapon doesn't make any sense. This just feels like a way to shoe-horn in a weapon use for Jump Inhibs when they already fulfill their function; there's no need to add a secondary function that does EXACTLY THE SAME THING.No. I see no reason why we should; if anything those would go in the tertiary slot as an effect system that saps jump charge from ships its weapon hits (More efficiently than the Jump Inhibitors alone). Great for turrets, but also not a very necessary addition.
Ooh, I actually have a really good idea for this one. It would be sort of an overdrive effect, accelerating you to a speed that depends on the amount of jump drive and pulse modules you have.JUMP DRIVE/PULSE: With this one, I honestly have no idea. When slaved to weapons, Pulse increases damage, energy usage, and cooldown time. That precedent has no use when coming up with a jump drive mechanic, though, since they do no damage. For the moment, they could just do about the same thing as Jump/Beam, but that would be lame... Any ides on this are welcome.
although jump inhibitors effect everyone what if you only wanted to prevent one ship from running away it would be pretty nifty if you could have a beam cannon jump inhibitor with a fighter so you could get in close and really interdict just that one ship that you can't let get away.Putting Jump Inhib on a weapon doesn't make any sense. This just feels like a way to shoe-horn in a weapon use for Jump Inhibs when they already fulfill their function; there's no need to add a secondary function that does EXACTLY THE SAME THING.
The whole point of jump inhibs is that they're omnidirectional but indiscriminate. If you inhibit, you stop your enemy from jumping, but you also stop yourself and your allies. Double edged sword and what not.although jump inhibitors effect everyone what if you only wanted to prevent one ship from running away it would be pretty nifty if you could have a beam cannon jump inhibitor with a fighter so you could get in close and really interdict just that one ship that you can't let get away.
Could be useful for all sorts of things you and a group of friends ambush a mining convoy they have guards but you outnumber them, you are probably stronger but maybe ur willing to let their escort get away without a fight i mean after all ur only there for the trade goods right. So you show up and have one fighter beam cannon jump inhibitor the transport another beam cannon stop the transport the rest of the ships try to flea or they don't either way your target isn't going anywhere and your friends can still jump out if they get in trouble.
or another situation maybe you just want a weapon to troll your buddy with nothing says gotcha like making a rail door ship trap and locking them in with jump prevention beams.
All sorts of fun things you could do with it Just sayin.
Right and they are powerful in that regard but just like taking the jump drive and turning it into a secondary effect for weapons, charged lazers, teleporting missiles there is also a purpose behind focusing your jump inhibitor yes weapons with jump inhibitor secondary or tertiary effects gain the ability to focus their fire but the trade off is then they lose the ability to lock down more than one person.The whole point of jump inhibs is that they're omnidirectional but indiscriminate. If you inhibit, you stop your enemy from jumping, but you also stop yourself and your allies. Double edged sword and what not.
It doesn't add anything NEW, though. We already have a jump inhibitor function. Why would we need something that works almost exactly the same?Right and they are powerful in that regard but just like taking the jump drive and turning it into a secondary effect for weapons, charged lazers, teleporting missiles there is also a purpose behind focusing your jump inhibitor yes weapons with jump inhibitor secondary or tertiary effects gain the ability to focus their fire but the trade off is then they lose the ability to lock down more than one person.
The same can be said of all the weapon combos pretty much we already had cannons why did we need cannon cannons that fire faster but have the same dps...... because it adds OPTIONS the same way that having cannon beam is pretty much like having just cannon but a little different gains range loses cooldown, options in a sandbox game and in most games in general are a good thing, ur right having a jump inhibiting laser that targets only one person in the room is sorta similar to having a jump inhibitor that randomly targets everyone, Sorta like having Swarm missiles is "sorta similar" to having missile beam lock on missiles they both lock onto enemy targets i mean really whats the point in having both.....It doesn't add anything NEW, though. We already have a jump inhibitor function. Why would we need something that works almost exactly the same?
In a 1v1 Situation the outcome is the same someone using a jump inhibitor just needs to make sure they have more jump drives than inhibitors its that easy if your ship normally needs 20k jump drives and you wanna put on 20k inhibitors then you just double the number and you can jump inhibit the enemy while not being effected yourself in a fair fight you wouldn't even need to turn on your jump inhibitor until you were sure you had the upper hand so it would be absolutely no detriment to you at all.Yeah, I'm kinda neutral to the jump inhibitor-as-an-effect thing, but I could see uses if it was implemented. I'm just not entirely convinced that it would be a good idea. As Lecic said, jump inhibitors being non-targeted is a great way to balance them out so they can't create unfair battles where one party cannot escape at all and the other can.
I think interdictor beams could be pretty balanced. Its kind of like EMP or other effects - if you're dealing a lot of interdiction damage, that's structure damage you could have been dealing instead. If you have a normal jump inhibitor, you can prevent jumps while also laying into your opponent with whatever weapons you choose. Additionally, you have to be within weapon range, which is much smaller than normal jump interdiction distances.Yeah, I'm kinda neutral to the jump inhibitor-as-an-effect thing, but I could see uses if it was implemented. I'm just not entirely convinced that it would be a good idea. As Lecic said, jump inhibitors being non-targeted is a great way to balance them out so they can't create unfair battles where one party cannot escape at all and the other can.
Cool, but not what secondary systems are for; they aren't supposed to do different things with different primary systems, but rather affect their projectiles in a semi-consistent manner.I think interdictor beams could be pretty balanced. Its kind of like EMP or other effects - if you're dealing a lot of interdiction damage, that's structure damage you could have been dealing instead. If you have a normal jump inhibitor, you can prevent jumps while also laying into your opponent with whatever weapons you choose. Additionally, you have to be within weapon range, which is much smaller than normal jump interdiction distances.
If you wanted an alternate use for jump inhibitors as secondaries, though, you could always have it apply a debuff to the enemy:
Or something similar.
- Cannon/Inhibitor - Corrosive shot: Blocks damaged by this shot reduce the armor of adjacent blocks by x% for y seconds
- Beam/Inhibitor - Deionizing charge: Ships damaged by this shot have their shield regen reduced by x% for y seconds
- Missile/Inhibitor - Chain reaction: Shieldless ships hit by this shot take an additional x HP damage per second for y seconds
- Pulse/Inhibitor - System Overload: Weapon computers on cooldown have x seconds added to their cooldown time.
...You mean because of the hit detection bug or the config range? Because AFAIK the config range is not that short, and those bugs will probably be fully fixed sometime between now and next release.Enjoy that 500M range then.